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Question by
MikeMx7f · Nov 17, 2014 at 07:21 AM ·
rendertexturerendermipmaps
Graphics.Blit into lower MipLevel?
What is the cleanest way currently in Unity to render a "full-screen" pass with a custom shader into a miplevel of a RenderTexture? There is no option on Graphics.Blit itself, so it looks like you would have to use Graphics.SetRenderTarget in some way (since it has an overload that accepts a miplevel). But then how would you go about actually rendering into it using a fullscreen pass and custom shader/material?
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